using System;
using System.Runtime.InteropServices;
using System.Net;
using System.Net.Sockets;

class GameAccelerator
{
    // 定义 WFP 相关的常量和结构体
    const uint FWPM_LAYER_ALE_AUTH_CONNECT_V4 = 14;
    const uint FWPM_LAYER_ALE_AUTH_RECV_ACCEPT_V4 = 15;
    const uint FWPM_SUBLAYER_UNIVERSAL = 0;
    const uint FWPM_CALLOUT_FLAG_ALLOW_OFFLOAD = 0x0001;
    const uint FWPM_FILTER_FLAG_CLEAR_ACTION_RIGHT = 0x0001;

    [StructLayout(LayoutKind.Sequential)]
    struct FWPM_CALLOUT0
    {
        public Guid calloutKey;
        public uint flags;
        public IntPtr classifyFn;
        public IntPtr notifyFn;
        public IntPtr flowDeleteFn;
    }

    [StructLayout(LayoutKind.Sequential)]
    struct FWPM_FILTER_CONDITION0
    {
        public Guid fieldKey;
        public uint matchType;
        public IntPtr conditionValue;
    }

    [StructLayout(LayoutKind.Sequential)]
    struct FWPM_FILTER0
    {
        public IntPtr filterKey;
        public IntPtr displayData;
        public uint flags;
        public Guid providerKey;
        public Guid layerKey;
        public Guid subLayerKey;
        public IntPtr weight;
        public uint numFilterConditions;
        public IntPtr filterCondition;
        public IntPtr action;
        public ulong context;
        public IntPtr reserved;
        public uint filterId;
        public IntPtr effectiveWeight;
    }

    // 定义 WFP 相关的函数
    [DllImport("fwpuclnt.dll")]
    static extern uint FwpmEngineOpen0(string serverName, uint authnService, IntPtr authIdentity, IntPtr session, out IntPtr engineHandle);

    [DllImport("fwpuclnt.dll")]
    static extern uint FwpmCalloutAdd0(IntPtr engineHandle, ref FWPM_CALLOUT0 callout, IntPtr sd, out ulong id);

    [DllImport("fwpuclnt.dll")]
    static extern uint FwpmFilterAdd0(IntPtr engineHandle, ref FWPM_FILTER0 filter, IntPtr sd, out ulong id);

    [DllImport("fwpuclnt.dll")]
    static extern uint FwpmEngineClose0(IntPtr engineHandle);

    // 游戏服务器的 IP 地址和端口号
    static IPAddress gameServerIP = IPAddress.Parse("192.168.0.100");
    static int gameServerPort = 8888;

    // 加速网络的入口节点 IP 地址和端口号
    static IPAddress acceleratorIP = IPAddress.Parse("10.0.0.1");
    static int acceleratorPort = 9999;

    static void Main()
    {
        IntPtr engineHandle;
        ulong calloutId;
        ulong filterId;

        // 打开 WFP 引擎
        uint result = FwpmEngineOpen0(null, 0, IntPtr.Zero, IntPtr.Zero, out engineHandle);
        if (result != 0)
        {
            Console.WriteLine("Failed to open WFP engine. Error code: " + result);
            return;
        }

        // 注册 WFP 回调函数
        FWPM_CALLOUT0 callout = new FWPM_CALLOUT0();
        callout.calloutKey = Guid.NewGuid();
        callout.flags = FWPM_CALLOUT_FLAG_ALLOW_OFFLOAD;
        callout.classifyFn = Marshal.GetFunctionPointerForDelegate(new ClassifyCallback(ClassifyFn));
        result = FwpmCalloutAdd0(engineHandle, ref callout, IntPtr.Zero, out calloutId);
        if (result != 0)
        {
            Console.WriteLine("Failed to add WFP callout. Error code: " + result);
            FwpmEngineClose0(engineHandle);
            return;
        }

        // 添加 WFP 过滤器
        FWPM_FILTER_CONDITION0 condition = new FWPM_FILTER_CONDITION0();
        condition.fieldKey = new Guid("{d78e1e87-8644-4ea5-9437-d809ecefc971}"); // FWPM_CONDITION_IP_REMOTE_ADDRESS
        condition.matchType = 0; // FWP_MATCH_EQUAL
        condition.conditionValue = Marshal.AllocHGlobal(Marshal.SizeOf(typeof(FWP_V4_ADDR_AND_MASK)));
        Marshal.StructureToPtr(new FWP_V4_ADDR_AND_MASK { addr = BitConverter.ToUInt32(gameServerIP.GetAddressBytes(), 0), mask = 0xFFFFFFFF }, condition.conditionValue, false);

        FWPM_FILTER0 filter = new FWPM_FILTER0();
        filter.layerKey = new Guid("{c38d57d1-05a7-4c33-904f-7fbceee60e82}"); // FWPM_LAYER_ALE_AUTH_CONNECT_V4
        filter.subLayerKey = new Guid("{758c84f4-fb48-4de9-9aeb-3ed9551ab1fd}"); // FWPM_SUBLAYER_UNIVERSAL
        filter.displayData = IntPtr.Zero;
        filter.action = IntPtr.Zero;
        filter.filterCondition = Marshal.AllocHGlobal(Marshal.SizeOf(typeof(FWPM_FILTER_CONDITION0)));
        Marshal.StructureToPtr(condition, filter.filterCondition, false);
        filter.numFilterConditions = 1;
        result = FwpmFilterAdd0(engineHandle, ref filter, IntPtr.Zero, out filterId);
        if (result != 0)
        {
            Console.WriteLine("Failed to add WFP filter. Error code: " + result);
            FwpmEngineClose0(engineHandle);
            return;
        }

        Console.WriteLine("Game accelerator started. Press any key to exit.");
        Console.ReadKey();

        // 清理资源
        FwpmEngineClose0(engineHandle);
    }

    // WFP 回调函数
    static void ClassifyFn(IntPtr context, IntPtr classifyValues, IntPtr classifyOut)
    {
        // 在此处添加数据包拦截和转发的逻辑
        // 可以解析 classifyValues 获取数据包信息，并根据需要进行修改和转发
        // 修改后的数据包信息可以通过 classifyOut 传递给 WFP 引擎

        // 示例: 将目的 IP 地址和端口号修改为加速网络的入口节点
        FWP_VALUE0 localAddrValue = (FWP_VALUE0)Marshal.PtrToStructure(classifyValues + 0 * Marshal.SizeOf(typeof(FWP_VALUE0)), typeof(FWP_VALUE0));
        FWP_VALUE0 remoteAddrValue = (FWP_VALUE0)Marshal.PtrToStructure(classifyValues + 1 * Marshal.SizeOf(typeof(FWP_VALUE0)), typeof(FWP_VALUE0));
        FWP_VALUE0 localPortValue = (FWP_VALUE0)Marshal.PtrToStructure(classifyValues + 2 * Marshal.SizeOf(typeof(FWP_VALUE0)), typeof(FWP_VALUE0));
        FWP_VALUE0 remotePortValue = (FWP_VALUE0)Marshal.PtrToStructure(classifyValues + 3 * Marshal.SizeOf(typeof(FWP_VALUE0)), typeof(FWP_VALUE0));

        remoteAddrValue.uint32 = BitConverter.ToUInt32(acceleratorIP.GetAddressBytes(), 0);
        remotePortValue.uint16 = (ushort)acceleratorPort;

        Marshal.StructureToPtr(remoteAddrValue, classifyValues + 1 * Marshal.SizeOf(typeof(FWP_VALUE0)), false);
        Marshal.StructureToPtr(remotePortValue, classifyValues + 3 * Marshal.SizeOf(typeof(FWP_VALUE0)), false);
    }
}

// 定义 WFP 相关的结构体
[StructLayout(LayoutKind.Sequential)]
struct FWP_VALUE0
{
    public byte type;
    public byte reserved;
    public ushort reserved1;
    public uint32 reserved2;
    public ulong int64;
    public uint32 uint32;
    public ushort uint16;
    public byte int8;
    public byte uint8;
    [MarshalAs(UnmanagedType.ByValArray, SizeConst = 16)]
    public byte[] byteArray16;
    [MarshalAs(UnmanagedType.ByValArray, SizeConst = 6)]
    public byte[] byteArray6;
    public IntPtr byteBlob;
    public IntPtr sid;
    public IntPtr sd;
    public IntPtr tokenInformation;
    public IntPtr tokenAccessInformation;
    public IntPtr unicodeString;
}

[StructLayout(LayoutKind.Sequential)]
struct FWP_V4_ADDR_AND_MASK
{
    public uint32 addr;
    public uint32 mask;
}

// 定义回调函数委托
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
delegate void ClassifyCallback(IntPtr context, IntPtr classifyValues, IntPtr classifyOut);